age of conflict

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    Age of Conict

    Age of Conict is a wargame depicting the clash of massive armies on a

    tabletop environment. It is played with a minimum of two players and eachplayer takes control of one army consisting of individual units. Each unitrepresents a formation of soldiers and each unit has a line of abilities andstatistics depicting what this unit can do.

    Getting Started

    To start a game, both players must select an army and set up the board seeSetting Up! and each player alternates placing an individual unit until both

    sides have deployed their entire army. Then a mission must be rolled, thismission will determine the ob"ectives of each player during the battle# eachplayer must roll $ missions, the %rst one is the &rimary 'b"ective and theother two are (econdary 'b"ectives. The player must keep his missionssecret from the other player until the end of the game at which point allplayers reveal their ob"ectives and collect victory points accordingly. To playthe game, players will need a collection of models, scenery, dice and a tapemeasurer inches! as well as a playing area and the necessary references forhis army and their abilities.

    Setting Up

    An ideal battle%eld in Age of Conict should be around )ft by *f or larger, thissi+e allows players to maneuver their forces and %t in larger forces. After theboard has been layed out each player takes turn placing two terrain piecesand then each player rolls o, whoever wins this roll places the %fth piece ofterrain. After terrain has been set up each player rolls again to determinewhich board edge they start on, note, armies can only deploy on the longboard edges!.

    Choosing the Armies

    Each unit in Age of Conict has an individual stat line to represent the unitsabilities and what it can do on the tabletop, an e-ample statline is shownbelow

    ame /ovement

    Attack 0efense (peed 1uality Cost

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    Elf2arrior

    3 $ ) ) ) 45

    Each unit has 5 characteristics and these are Movement, Attack, Defense,

    Speed and Quality In addition to this is the units ame and Cost.

    Movement determines the abilit y of this unit to maneuver around thebattle%eld.

    Attack is the units oensive skill, its ability to strike down and kill theenemy.

    Defense determines how tough the unit is, how much armor they arewearing and how well they are at avoiding enemy attacks.

    Speed represents how 6uickly the unit can react and ad"ust to the situationaround them as well as representing how 6uickly the unit can strike its foes.

    Quality is how well trained a unit is, how well it can follow orders and howsteadfast they are in the face of danger.

    Cost determines how many points this unit is worth and is used whenbuilding an army.

    Gameplay

    Each gameplay se6uence is divided into a number of phases, in each ofwhich players control and issue orders to their units.

    Movement !hase

    In the movement phase both players move and manuever their armiesacross the %eld, to start with, each player rolls and adds their Army 7eneralssee Generals! 8eadership ability to this roll, whoever rolls highest moveshis entire army, then the other players moves his, once this is done play

    advances to the shooting phase. Each unit has a movement value, this valuedetermines the number of actions a unit can take# each movement actionhas a movement value associated with it, when a unit moves it decides on amove and deducts that value from their movement, until they have nomovement left.

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    (i.e. the Elf Warriors have a movement value of 2, the unit wants to advance

    , and because their in a hurry they opt to use another another action

    but now they are done moving as they have no more movement. i.e.

    he dwarf warriors are near multiple enemies so they declare a !eform

    action to get into a better combat formation."

    /ovement actions each have a name, a cost, and what the action does.

    Advance9 :4; The unit may move forward )< as per the normal rules ofmovement.

    Charge9 :4; the unit may move forward d$?@

    eform9 :3; The unit may adopt a Battle ormation see (pecialormations!

    (hift9 :3; The unit may move 3< to either direction or backwards.

    Break ormation9 :3; The unit is able to spread apart adopting a looseformation, units no longer need to be in base contact but must remain within4< of at least 3 other models and gets =4 defense against shooting and D4defense in combat.

    2hen a unit moves through trees, rubble, swamps etc the number of inchesa unit can move is reduced by 4 while some formations such as a steep clior a rushing river do not allow units to move through them at all. &layersshould decide before the game starts what each piece of scenery does.

    nits are allowed to pass through friendly units without penalty but a unit

    may never move through an enemy unit and any unit that comes into basecontact with an enemy counts as being engaged.

    "eactions

    In the heat of battle units are constantly shifting and moving, no unit iscontent to sit idle while the enemy marches behind them or the enemy is

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    charging in, and as such each unit has the option to reacts to an enemy unitsmovement. 2henever an enemy unit moves within *< a unit, the unit canreact. To perform a reaction the unit must take a 6uality test see /orale!, ifthis is passed the unit may make one of three reactions, the %rst to face theenemy, the unit pivots on its base to present its front to the enemy unit# thesecond is to reform, in which the unit takes a free reform movement, the%nal one is a countercharge which can only be issued when the unit is thetarget of a Charge9 movement, the target rolls a dice and adds its speedvalue, the chargers do the same, if the chargers total is higher the chargehappens as usual, if the targetFs total is higher it cancel the enemies chargeand must declare a charge of their own, moving forward d*

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    able to attack units in the ank or rear. This formation is only available to uitswith spears.

    CollumnH nits move into a long pillar of troops, the front rank becomes $models wide and as many deep as possible, the unit gets one free Advance

    action each turn they are in collumn formation but the 0efense of the unit ishalved.

    Com#at $ormation

    nits enter the battle%eld in ranked regiments of soldiers, these units aredivided into $ categories depending on their si+e, a Troop of 4? deployed 5across and 3 deep, a egiment deployed 5 acaross and ) deep, or a ostdeployed J across and 5 deep.

    $lying Units

    (ome units and creatures in Age of Conict are able to take to the skies andsoar over the enemy, these units may move over all terrain freely and areeven allowed to soar over enemy units. lying units are always counted inbeing in loose formation as stated in the Break ormation movement rules.In addition, ying units may never be charged by nonDying units.

    Shooting !hase

    In the realms of fantasy warriors clash not only with spears and swords butwith deadly volleys of arrows and devestating warmachines. (ome units inage of conict are armed with long ranged weapons such as bows,crossbows, "avelins or even more arcane weapons, units with range weaponswill have a note in their pro%le. 2hen a unit shoots it must select theweapon it wishes to use, a ranged weapon will typically have a pro%le similarto this

    ame ange

    Attack

    (pecial ules

    'rc Bow 3)< 3 anged 2eapon, Kolley ire

    'nce a weapon has been selected, the player may measure the range to hisintended target, if in range he may declare a shooting action, shooting is "ustlike any other combat but instead of using the units pro%le it uses the AttackKalue of the weapon chosen. anged units are only allowed to shoot units

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    that they can draw line of sight to but some enemy units will be partiallyhidden behind walls and barricades while others may be hidden inside aforests or a ruined building, in this case the target unit gets =3 to its defensepro%le, if the enemy is hidden however, behind a rickety fence, a hedge orstanding in tall grass it only receives =4 to its defense.

    ot all weapons are alike and some function dierently than others, this isrepresented in the (pecial ules of the weapon, some races will have rulesother donFt, these rules and their eects are listed below

    LKolley ireH this is when units arch their bows to %re over the heads of therest of their unit allowing more shots to be %red, any unit with the Kolley irerule has =4 Attack if there is more than 4 rank in the unit.

    L&iercing (hotD these pro"ectiles are made to pierce the thickest armor and

    hide, any unit hit by piercing shot has D4 defense.L/ultiple (hotD some weapons are capable of %ring several shots at once,this is represented by rerolling all failed damage rolls see Damage!

    lamingD these pro"ectiles are either enchanted items or simple rags setabla+e, any unit hit by a aming attack has D4 to its 6uality when making/orale tests from aming shots.

    E-plosiveD these are rounds that e-plode on impact, shattering shields andsending sharp shrapnel outwards in a devestating blast, e-ploding shot deal

    an e-tra casualty per casualty caused (i.e. ) dwarf throws a grenade at aunit of *oblin+s, he ills 2, and because of e-plosive shot ills 2 more".

    Close Com#at !hase

    This is where the hand to hand combat of the game takes place, combat isfought between two or more units and takes place with a charge. 2hen amodel has succesfully pulled o a charge, it obviously has the advantage inthe combat, on the %rst combat phase in which a unit has charged it gets tomake a free attack against the enemy unit before the combat actually starts.

    After any charge attacks, both players calculate their units attacks, thisvalue is the number shown on the unit stat line, this number is doubled for aregiment and 6uadrupeled for a warhost. 'nce both players have theirattacks they roll against the opponents defense value needing to roll higherthan the number shown (i.e. a troop of Elven Warriors get attacs against aregiment of /ombies with 2 attacs0 1 for stat, doubled for regiment0 the

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    elves need a 2 or higher to wound the ombies while the ombies need a

    or higher".

    Damage

    'nce attacks are rolled against the defense value of the enemy, anysuccesful attacks cause a single casualty and a model is removed note thata * always succeeds!. After casualties are removed both players attempt toshove back the enemy, this is called &ushing. This represents the warriorsattempting to cast back the enemy or advance forward to gain ground. Eachside attempts to push back the other by consulting the table below, for eachpoint the enemy is beaten by they are moved back an inch and for everyinch pushed the enemy gets 4 free attack# note that this does not counttowards the push value.

    Eect /odi%er

    2hat it Is

    'utnumbering =3 If you have more models in combatigher 1uality =4 If your 6uality is higher than the enemiesTroop =? If your unit is a troopegiment =4 If your unit is a regimentost =$ If your unit is a host

    lankM ear =4M=3 If your unit hits the enemy in theankMrear0efenders 'nly! shields =4 If your unit is e6uipped with shieldsCavalry =4 If your unit consists of cavalry/ore Casualties inicted3- Casualties Inicted)- Casualties Inicted

    =4 =3 =)

    If the total casualties your unit inicted isgreater than the enemies.

    /onster in unit =3 If there is a monster in the unit.

    All casualties are removed from the rear rank of the unit itFs assumed that

    those slain in the front are replaced by those from the rear!, if there is anykind of character in the unit, he is not removed and any wounds dealt to himare allocated onto another model see Characters%.

    It is possible that during a battle a unit will take enough casualties to reduceits unit si+e from a host 5? models! to a regiment 3? models! or a regimentto a troop 4? models!.

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    Morale &ests

    In the hack and slash of battle it is a key strategy for a general to attemptand shatter the morale of the enemy army. 2henever, either from combator shooting or even other means a unit loses a rank, it must take a /orale

    Test, this a simple d* roll attempting to roll under the units 6uality. If the testis passed the unit %ghts on as normal, if its failed the unit begins to crumbleand ee. 2henever a unit fails a morale test it counts as shaken, a shakenunit must roll a d* every turn and subtract their 6uality from that number, atotal of ? or less does nothing but on a 4 or higher a model is removed fromthe unit e6ual to the total of the dice roll. If a shaken unit is called upon totake another morale test and fails the unit is broken and the entire unit eesfrom the %eld and is removed from the game, if its passed it continuescounting as shaken until it rallies see Generals!. ote that units that lose arank due to being shaken must still make a morale test.

    Characters

    In the fantasy world Champions and eroes abound, either powerful magesor brutal %ghters there are some individuals who shine above theircomrades. These individuals typically have an impressive statline withpowerful special abilities, in Age of Conict characters are typically seen inthe front of a unit, lending his skills to it and leading them into battle. (o assuch characters are not individual units but a single model that may beadded to a units point cost. Characters function "ust like a any other modelbut for a few dierences, Characters have their own attacks, these are inaddition to the units and may have a few special rules. (uch is the inuenceof Characters that they are respected by their loyal followers who wouldsooner die than see their champion struck down but to retian this inuencecharacters must always stay in the front rank, as such a character can neverbe removed as a casualty so long as other models are available in the unit

    and so long as a character is leading a unit, the entire bene%ts from =46uality. And last but not least Characters may challenge other characters,this recreates the classic scene where two powerful %ghters march ahead oftheir units to duke it out, as such when two units with characters engage incombat, the two characters must be moved into base contact with theenemy character and hits can only be made against the enemy characteruntil one has slain the other, this adds =4 to the 6uality of the victors unit as

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    they are emboldened by his feats of glory. Alternatively, if you do not wish torisk pitting your precious character against a tough enemy you may elect tomove the character out of the combat by placing him in the rear of the unitwhere he may not %ght or use any abilities until the end of the combat.

    Commanders

    In each unit there are individuals in charge of leading the unit, there arethree dierent command options available to each unit though not all haveto be taken!, these include a Champion, a task master, and a banner bearer.A champion is a minor character in charge of the unit and typically hasslightly better stats or special items or abilities than the rest of the unit. Thischampion is treated e-actly like any other character with the e-ception of hedoes not have to issue a challenge when in combat with a non Championcharacter. The taskDmaster assists in giving orders to the unit and keeping

    units in the %ght, a unit with a task master may receive a free movement atthe start of each turn, roll a dice for each unit with a task master, on a roll ofa * the unit receives an e-tra movement for that turn. A banner carries theunits colors proudly above the heads of his allies, as such all units receive =4to &ushing the enemy and in addition when rolling to see how many modelsee in a shaken unit you may subtract one from the die roll.

    Generals

    At the start of the game players must nominate one character to be the army

    general, this character follows all the normal rules for characters with thefollowing e-ception, all units within 4?< = the generals 6uality may reDrollfailer morale tests and have the option to rally.

    A unit may rally if it is shaken at the start of its turn, in the beginning of themovement phase that unit may roll a d*= their 6uality and on a total of N ormore the unit no longer counts as shaken, in addition, any unit "oined by ageneral passes all morale tests.

    Monsters

    /any dark and powerful creatures roam the fantasy world, some of which areenslaved to %ght and some %ght for a greater purpose, in Age of Conoctmost large creatures are classi%ed as monsters and will be noted as such intheir pro%le. /onsters do not have to be part of a unit and may function as aunit made up of the monster itself. /onsters never need to wheel and arenot able to reform or establish loose formation. /onsters count as a troopfor combat purposess.

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    In some rare cases, an especially powerful character may be mounted atopmonsters, in such a case there will be a single pro%le for both rider andmount.

    '#(ectives

    oll ame /ission 3 0efend There cannot be any enemy units in your deployment +one

    at the end of the game. $ Assasinat

    e9Oill the enemy general

    ) (ei+e7round

    (elect one terrainn feature it cannot be in yourdeployment +one! and hold it until the end of the game.

    5 Capture Oill all enemy standard bearers you can challengestandard bearers, if they refuse they lose the standard!

    * orward 7et half your force in the enemy deployment +one.

    N Anhialate Oill over half the enemy army. J 0ominate old the center of the board at the end of the game. > aid old at least one piece of terrain in the enemy deployment

    +one.4?

    &artheon Oill half the enemy characters.

    44

    /ighty'b"ective

    eDroll, this ob"ective now counts for double the victorypointsM

    43

    &ick 'ne &layer may pick one ob"ective.

    Lan ob"ective is held when there are only allied units within )